I was wondering the process for the 2.5D style because I really want to try out for a new project.- how do you manage depth with colliding elements (table chairs) for example with the main character. Is there are 3d objects with some textures mapped with camera projection or a simple sprite placed in 3d space ?

King of reminder our 80's area ans the 3d art looks insane

The game console saver is very cool but you should make an original console (copyright) with the king of 80's plastic robust look.

edit : I just notice that you did that with love 2d so the question up is unapropriate.

I hope with the name like Fatal Attractions, the game will have gruesome deaths, like good old point & click games / adventure games.

Not sure about that one yet. I'm kind of partial to the old LucasArts approach where the player couldn't die. But then again that doesn't suit this game's theme very well, now does it...? Was thinking of perhaps allowing the player to "rewind" the game. That way we could have gruesome deaths without the tediousness of having to start off from the last save point over and over again. And of course rewinding would tie in pretty well with all the VHS stuff that's going on.

Great job :DI love it, your 2.5D approach is genius. It's a bit sad the camera must be static, but oh well it's worth it!

I agree the VHS effect looks nice, but the white lines hurt my eyes and I would turn them off if I could. Maybe use that only at the start of the screen and then just do less intrusive VHS effects, chromatic aberration or these differently colored rectangles... Maybe not flashing but rolling? Dunno.

True, the static camera is a bit of a shame. But anything else would be cost-prohibitive. It is possible to pan the camera, so I guess that's something.

The VHS effects I'll definitely tone down during gameplay. Even during development it gets pretty irritating to stare at a flickering, noisy screen after a while. I'll probably use it more during cutscenes, loading screens and such.

For gruesome point-and-click deaths, you'll definitely have to play the last level of Phantasmagoria for inspiration. (You can skip any chapter IIRC, so you wouldn't have to play the rest, although you could.)

I was wondering the process for the 2.5D style because I really want to try out for a new project.- how do you manage depth with colliding elements (table chairs) for example with the main character. Is there are 3d objects with some textures mapped with camera projection or a simple sprite placed in 3d space ?

King of reminder our 80's area ans the 3d art looks insane

The game console saver is very cool but you should make an original console (copyright) with the king of 80's plastic robust look.

edit : I just notice that you did that with love 2d so the question up is unapropriate.

The 2.5D animations shown above are actually done in Unity. While I generally prefer working in Love2D because of Lua, I find mocking stuff up is usually quicker in Unity thanks to its visual editor. But the concept is the same in both cases: For colliders you can use simple stand-in geometry (i.e.: boxes) that you simply don't render. That way the collision detection system can do its thing and you don't need to worry about the objects ever showing up in the actual game. Let the depth buffer do the rest. Or (as I'm doing) simply use a 2D mesh that denotes "walkable" areas. Then the problem is reduced to just path-finding with no need for complex collision detection at all.

Interesting point about the copyright on the GameBoy. Though I'm thinking it would fall under fair use since the logo isn't visible and I didn't actually copy anything but the "likeness" of the console. I'm actually more concerned about the posters in the kids' rooms. Those are quite obviously based on other artists' work, but kind of necessary to evoke nostalgia in players who might have had some of those same posters hanging in their own room when they were young

This looks really good. Do you have any timeline predictions on when you might have a demo or something playable to show off?

Not really, no. I work on the game whenever I find some spare time. Of course that makes it hard to come up with any solid timelines or plans.

At least this time I've managed to stick to one project for a couple months, even when things start getting boring or repetitive. In the past I'd always be pretty quick to let a project fall to the wayside whenever a new exciting idea popped up.

We visit this location early on in the game in the hopes of picking up a friend in pursuit of adventure.

I'll really need to force myself to work more on the actual game: So far I have lots and lots of stages rendered, but it doesn't quite feel like a playable game at this point. Hopefully by this time next week I'll be able to post a video with proper gameplay footage.